John Shaughnessy is a seasoned software engineer with 11 years of experience building real-time, networked applications and immersive 3D experiences from backend APIs to frontend VR interfaces. He has driven game and engine development at Mozilla and AltspaceVR—shipping systems for networking, WebXR, audio, and avatar input—while also contributing to popular open-source projects like networked-aframe and Hubs' Spoke and Reticulum. Comfortable across Rust, Elixir, TypeScript, WebAssembly, Python, and cloud-based tooling, he pairs deep systems-level knowledge with hands-on UI and UX improvements. He’s led and mentored engineering teams, owned release and QA processes, and implemented GraphQL and authentication features for production services. Based in New York, he now focuses on language acquisition software, bringing a rare blend of multiplayer networking expertise and product-minded front-end craftsmanship.
11 years of coding experience
11 years of employment as a software developer
Bachelor's Degree Mathematics, Bachelor's Degree Mathematics at Claremont McKenna College
Contributions:173 reviews, 335 commits, 102 PRs in 4 years 9 months
Contributions summary:John primarily contributed to the backend of the Hubs platform, specifically focusing on the Reticulum web server. Their work included fixing typos in configuration files, adding and modifying configuration settings for development environments, and adding new features, such as the ability to create and update rooms through the GraphQL API. The user also implemented changes to the API for managing credentials by integrating with the existing authentication framework.
A web framework for building multi-user virtual reality experiences.
Role in this project:
Full-stack Developer
Contributions:27 commits, 4 PRs, 2 issues in 2 years 7 months
Contributions summary:John primarily contributed to the `networked-aframe` project by modifying core functionalities and addressing edge cases related to entity management and synchronization. They implemented and refined APIs for entity removal and ownership, which are critical for multi-user VR experiences. The user also removed unique information from log messages and fixed several bugs, demonstrating a focus on code quality and debugging. The modifications to the interpolation buffer suggest an effort to improve the smoothness of networked object movement.
realitygamemulti-user-vrvirtual-realitywebgl
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John Shaughnessy - Software Engineer at Acorn Talk